Random start locations
crae
Join Date: 2005-01-30 Member: 39035Members
This has probably been discussed already, but I was wondering what position UWE is taking. Are all official maps going to have fixed start locations? I've noticed that the maps people are designing follow this pattern.
The reason I have brought this up is I REALLY like the random start hive in NS1. It gave the same map much more variation and depth. I would like to see random alien AND marine start locations tested out. Even if the 2 sides started on tech points right next to each other, that would still make for a very interesting round.
The reason I have brought this up is I REALLY like the random start hive in NS1. It gave the same map much more variation and depth. I would like to see random alien AND marine start locations tested out. Even if the 2 sides started on tech points right next to each other, that would still make for a very interesting round.
Comments
I wasn't aware of this. I'm hoping that this is an oversight rather than by intentional design. It is entirely possible that during the course of a normal game, the alien team could lose control of alien start or marines could lose marine start. To deny the possibility of the opposing side building a fully functional hive/CC in a captured tech point seems illogical. I hope this is addressed in time.
I wasn't aware of this. I'm hoping that this is an oversight rather than by intentional design. It is entirely possible that during the course of a normal game, the alien team could lose control of alien start or marines could lose marine start. To deny the possibility of the opposing side building a fully functional hive/CC in a captured tech point seems illogical. I hope this is addressed in time.<!--QuoteEnd--></div><!--QuoteEEnd-->
This.
I really hope the playing field isn't this static in the final implementation. Giving just the Aliens random start points adds flavor (although that may be difficult to balance).
I wasn't aware of this. I'm hoping that this is an oversight rather than by intentional design. It is entirely possible that during the course of a normal game, the alien team could lose control of alien start or marines could lose marine start. To deny the possibility of the opposing side building a fully functional hive/CC in a captured tech point seems illogical. I hope this is addressed in time.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sadly, I think it was intentional design. Also, if you check out the mapping guidelines document, most of the tech layouts strongly imply a single starting location for each side. I think that's also the reason they called rooms 'marine start' and 'alien start' because they are designed to be controlled only by those sides.
As I said, I think we'll only get random starting location maps from the community, not UWE.
so there are 4 possible locations for each map - would give each map a lot more long life
Some maps are going to be quite large. Perhaps a server setting that controls how many neutral tech points between the 2 start locations:
0 - starts in adjacent tech points possible
1 - at least 1 tech point between starts
2 - at least 2
fixed(2,6) - start locations always on tech points 2 and 6
I think it would be worth while testing how they played.
+1 A team should not be restricted from building in the other team's start base (if that team is pushed out)